This is quite possible my greatest creation yet, and I somewhat reluctantly hand it over to you. Use it well. Titled, "The_New_Land":
While it doesn't feel the same as the Lost Woods design, it is remarkably similar and includes a ramp to gain a vantage point if the opportunity arises. Small groups of units can weave through here neatly, but a large army will struggle.
The main focus of this map is the islands. This idea was inspired by The Wind Waker, which I had recently revisited. And just look at this bridge! Short and fat, beyond its natural construction; you almost want to point and laugh at it, but that would be wrong, and you'll regret it later. This bridge connects two of the middle islands, and will be very important when you're traveling. The size makes it ideal for an army to cross without exposing itself to much risk. There is, however, nearby terrain that could be used for harassing and other menacing strategies, so this isn't just a free "Collect $200" and go. What's better than one bridge? Two bridges, and with this size, this basically operates the same. But what's better than two bridges?
Three bridges! Yes, a design just asking for disaster if you relax for just an instant! Long range units can reach you from other bridges, your army may decide to filter down to three streams, you may get cornered or pressured into using a bridge that puts you at a disadvantage... but you can also transfer your army quicker. You have more of a choice as to where you want to be when crossing the island. It may look scary initially, but these bridges can be a perk if used correctly. However, you cannot change your mind after choosing a bridge to cross. A bridge leads from one point to another. Period. Once you're on it, you can only travel linearly. Unless...
Holy shit! The Tribridge (A tiny tribute to the Triforce, mind you) is quite possibly the most innovative of bridge designs in existence! Who's to say you have to travel linearly? I can make a 90 degree turn on a bridge if I want to, dammit! This will certainly be an intriguing fighting ground, and someone at the joint of the bridge can use its shape to get a better concave and escape route(s), making this remarkable bridge all the more exciting. I know you're thinking, "What about a Quadbridge?" Don't be ridiculous. That's a stupid idea.
Even some ramps are customized here. This ramp, as you may have noticed, is nearly twice the width it would normally be. This is located just below the Tribridge, and can make for a quick entrance or escape. Be warned, however, that you are thrown onto the low ground, and there are only two exits to this Sunken Ground.
In the center island (connected by four bridges), there is a flat plain that I like to refer to as the "Eye of the Storm." This area is the most well-connected island, allowing for swift travel in any direction on the map. In this respect, it will be used often by those who wish to move efficiently in this game. Like the eye of a tornado, everything revolved around this center point, and chaos will lay in its wake. The map was designed as to encourage major battles to occur within this island. The sharp, blinding eye represents the bloodshed that will scar those that witness it.
Here we see a newly designed Sacrificial Pit. One of the walls looks deceptively easy to break down or drill through, but believe me when I say this is nothing more than a silly optimist's theory. If you're foolhardy enough to plant yourself here, you immediately are placed in a poor combat position. However, interestingly enough, if you have a reasonably large army and are fighting near this area, this death trap can actually be utilized to increase your concave and provide better positioning for your units.
There is also a construct not too distant from the Sacrificial Pit that is quite the opposite. This cliff is positioned in a decent vantage point in the southern half of the map, and can be used both as an alternative route and as a base for military operations. With the proper unit composition, this area can be managed to provide a significant advantage in hostile encounters.
This is one of my newer designs, the Ramp of High Hopes. Travel up this ramp and you'll be filled with disappointment, as there is nowhere to go. Now you must be thinking, "this ramp is useless!" Not so fast on the judgement! Think carefully. It leads nowhere directionally, but it leads somewhere strategically. StarCraft gives an accuracy disadvantage to ranged units on lower ground attacking higher ground units. This Ramp of
High Hopes is literally giving you hope for being higher than your opponent. In a close battle, a few units positioned correctly can cause luck to swing to your side, and you may win a battle with fewer units just by employing this ramp when applicable.
There's more I could point out, but why don't you look at this brilliant creation yourself?